Pathfinder - The Sorcerer Handbook

Disclaimer

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on the official Pathfinder SRD due to the
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basis. I will use the color coding scheme which has become common among Pathfinder build
handbooks. Also note that many colored items are also links to the Paizo SRD.

Red: Bad, useless options, or options which are extremely situational.

Orange: OK options, or useful options that only apply in rare circumstances

Green: Good options.

Blue: Fantastic options, often essential to the function of your character.

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both recently added to the SRD. I'm excited to explore them, and I am actively working
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Introduction

The Sorcerer is the spontaneous caster equivalent of the Wizard. Much like the
Cleric and the Oracle, the classes fill the same roles with a distinctly different
feel. Because they are spontaneous caster, Sorcerers have a limited number of spells
available to them. This can be supplemented with Pages of Spell Knowledge, but no
Sorcerer can match the versatility of a Wizard. Sorcerers also receive new spell
levels one level behind other full casters. Sorcerers make up for these shortcomings
by being able to cast considerably more spells in a day.

Sorcerer Class Features

Hit Points: d6 hit points is a huge problem, especially
with no armor.

Base Attack Bonus: 1/2 BAB and nothing to help it, but
fortunately very few spells require attack rolls and the ones which do are almost
exclusively touch attacks.

Saves: Good Will saves, but no dependency on any ability
which improves saves.

Proficiencies: No armor or shields, and simple weapons.

Skills: 2+ skill ranks and a very sparse skill list.

Spells: The Sorcerer's spells are their best asset. With
access to the best spell list in the game and tons of spells per day, the Sorcerer can
do a lot of things and do them frequently.

Abilities

Con: Essential to supplement that d6 hit die, and for
the Sorcerer's poor Will saves.

Int: Only needed for skill ranks.

Wis: Good for Will saves. Even though Sorcerers have
good Will saves, it's still important to have a bit of Wisdom.

Cha: Sorcerers are all about Charisma.

25 Point Buy

20 Point Buy

15 Point Buy

Elite Array

Str: 7

Dex: 14

Con: 14

Int: 10

Wis: 12

Cha: 18

Str: 7

Dex: 12

Con: 13

Int: 10

Wis: 12

Cha: 18

Str: 7

Dex: 12

Con: 12

Int: 10

Wis: 12

Cha: 17

Str: 8

Dex: 13

Con: 14

Int: 10

Wis: 12

Cha: 15

Races

Charisma bonuses are essential, and small size is nice because it helps the
Sorcerer's garbage AC and attacks.

Dwarf: Charisma penalty.

Elf: Despite some nice abilities which help
spellcasters, the Elf's abilities don't work for the Sorcerer. The Elf favored class
bonus offers additional uses of first-level bloodline powers, but first-level powers
taper off very quickly.

Gnome: Small and bonuses to Charisma and Constitution.
The Gnome's affinity for illusions works for illusion-heavy Sorcerers. The Gnome
favored class bonus offers additional uses of first-level bloodline powers, but
first-level powers taper off very quickly.

Half-Orc: Flexible ability bonus, but the Half-Orc's
racial traits don't offer anything useful for the Sorcerer. The Half-Orc favored class
bonus adds additional fire damage to fire spells, which can be nice for blaster builds,
but will take a long time to add up to anything significant. Half-Orcs can also take
the Human favored class bonus to learn additional spells.

Halfling: Small and bonuses to Charisma and Dexterity.
The Halfling's affinity for stealth can be helpful for sneak Sorcerer builds. The
Halfling favored class bonus offers additional uses of first-level bloodline powers,
but first-level powers taper off very quickly.

Wondrous Items

Cloak of Resistance: Too crucial to forego.

Mnemonic Vestment: Allows you to cast one spell
which you don't already know from a written source, such as a spellbook. Conveniently,
you share a spell list with wizards, who tend to enjoy spellbooks. This item,
combined with a spellbook, massively improves your versatility. All of those
spells that you almost never need and never need more than once a day can go
into a spellbook which a friendly wizard writes for you, and you can cast spells
out of it as needed.

Robe of Arcane Heritage: Many high-level Sorcerer
bloodline powers are excellent, and getting them 4 levels early offers a huge power
boost..

Sorcerer's Robe: Unless your 1st-level bloodline
power is truly amazing, this just isn't good enough to justify the cost with only
three uses per day.